I really like how the locations are described. Terse but evocative, and gives just enough that I can roll with it when GMing. One piece of feedback that I have is that the rest of the text could lean a bit more into Shadowdark conventions to simplify the text, like using x:6 for formatting the chance of things, saying that the area is deadly to connect to the 1:6 chance of random encounter every hour, and assuming DC 9 for an easy roll for the lunathyne (or 12 if it was meant to be normal).
I find it neat that a hallucinogenic drug is at the center of the conflict here. Knowing my players, I think that they would side with the wolf-riders as soon as they learned about Mother Moon and lunathyne :D I think there is an opportunity to play out the riders as being a bit more sympathetic, with the loggers and trappers posing a real threat to the existence of lunathyne and the connection with Mother Moon.
One thing that I feel is definitely underplayed in the adventure is the lunar thralls! The adventure makes me think that the whole cult is very lucky and/or very charismatic as there are not lunar thralls around. Or maybe the cult knows when they transform and hunts them down? Either way, it just goes to show that there’s a lot of interesting gameplay and worldbuilding potential in this adventure.